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Fantasy No Mortals: Rebooted (Character Sign Up)

Field Marshall

Eight Thousand Club
(Include an image of your character, no real-life photos)


Name:


Age: (You may optionally include their apparent age and their true age)


Gender:


Race: (See races and organizations tabs)


Personality: (You can optionally include your character's alignment)


History:


Energy: (Include a description, see "abilities" tab)


Energy Type: (Basic/Combination/Enhanced/Advanced)


Other: (Include alternate forms, or if your character is a fusion)


Notes on character creation:


Please include a clear goal or something similar for your character to pursue, neutral characters with no reason to be involved in the story are not helpful.

You can create as many characters as you can handle but throwaway characters will not be accepted that's what NPCs are for.


You may PM me if you'd like to create an organization or group of characters, to perhaps base a story arc around as the villains, it would be appreciated!

The World of Aether

This is the world in which the "No Mortals" roleplay takes place. It is an expansive universe filled with a mysterious, all-powerful magical substance known as Aether. This is the crystalline substance that souls and planets are made from, it acts as the life force of the universe. In this world, there are very few places darkness can reach, as Aether constantly acts as a shining beacon even in the darkest regions of space. When you look at the night sky, or while travelling through space, you won't see an infinite black void, but a world filled with giant space crystals which provide a warm glowing light to each world throughout the universe. Aether can take many forms other than crystals, even serving as a gentle breeze through the void of space, providing a current for which giant flying animals can travel on. This world is an ancient one, with very few societies having made advancements in technology. Most planets and regions in this world remain in a primordial era, a society ruled by animals, predators and prey. However, many worlds populated by humans have reached a medieval era, for example, the giant planet in the center of the universe, Sol. This is a world ruled by Immortals, and it's up to a certain few of them to protect the Mortals who would become prey to the darkness.

PM me if you'd like specific locations of your creation to be added here, these can be planets within the Primal Territory, or Islands, towns or cities on Sol. However they must be accurate to the region they are located within.

Sol

The giant planet which lies in the center of the known universe, the world known as "Sol" is a planet dominated by immortals and the majority of the universes human population. The planet is made up of five main regions, the first continent is known as the Badlands. This region is a huge, flat landscape made up of mostly desert. It is home to those who have no home, or do not belong to a clan and wish to become stronger. It is the land of bounty hunters and renegades looking to make a name for themselves. This is the continent where the Immortals now known as the Huntsmen began to devour the souls of others, eventually becoming stronger and travelling to other lands. The next continent and the largest lies across the sea from the Badlands, and is called Bellum, a region both flat and mountainous, populated by small villages, kingdoms and massive cities alike. Bellum consists of 13 major kingdoms including Terra and an untold number of smaller territories such as independent towns or City-states. This is where the Guardians rule over their respective territories. South of the Badlands lies another region known as Vias, a group of islands that bridge the gap between the Badlands and the southernmost continent. The journey through this region could be peaceful or extremely dangerous, as some islands are know to be home to Primal colonies that are highly territorial. Each island in the Vias region varies greatly from the next, so it is important to know your way around the world when travelling there. The continent that the Vias islands leads to is known as Cold Town, the massive frozen continent at the south pole. This land appears to be made from ice, but it is in fact crystal Aether. However, this makes the land no less dangerous, it is extremely difficult terrain to pass through, and there are little to no places to rest or purchase supplies. The final region is called Terra, a large island that lays directly in the center of Sol's ocean, practically inacessible from the other regions. This is a region known for it's tournaments and huge coliseum. There are many tournaments around Sol, but the most prestigious ones take place strictly on Terra.

The culture of Sol is heavily based around something called the "Pilgrimage". This is where Mortals and Immortals travel across the sea to the Badlands after growing up within Bellum, once arriving there, they make the journey through the Badlands, across Vias, through Cold Town and then back to Bellum, where they are then eligible to travel to Terra and take part in a Grand Tournament, to prove their strength. It is a very dangerous journey, and it is how mahy groups are formed, joining forces throughout their journies. However, recently the Huntsmen have started to take advantage of this tradition, taking up positions throughout Vias and Cold Town in order to kill and devour up and coming Immortals when they are most vulnerable.

Other Immortals are also allowed to take the pilgrimage, as most Guardians native to Sol simply look down upon them as inferior beings, but are not completely hostile. However, many So born Guardians are highly aggressive and will attempt to fight any being with significant power, including other Guardians. The Guardians welcome all Immortals into their tournaments.

The most popular method of travelling on Sol is by boat, with exceptionally giant vessels, even Titans are able to freely travel between continents. Giant flying primals also make flights around Sol, but it is rare to find Primals to transport immortals, therefore travel by sea remains as the most common style of transportation.

Primal Territory

The vast expanse of space surrounding Sol is collectively known as "Primal Territory", an area of space filled with various planets mostly populated by Primals. There are some humanoid colonies that travelled there from Sol, but the majority of planets in this world are the territory of the wise and ancient Primals. The Territory is split into three seperate regions, to the north of Sol lies Roc Flight, a collection of hot, dusty and rocky desert planets. This is the home of a majority of flying Primals, creating a network of colonies that work to provide services to the rest of the world, primarily transport. In this world, the giant bird Primals are the primary method of travel throughout the universe. Out of all the Primal Territories, this is the most open and forgiving, as the flying Primals interact with other species to a much higher degree than others. The next region, to the east of Sol, is known as the Elder Plains, the most populous region, filled with much larger planets covered in dense forests, jungles or rolling plains. This is where a majority of Primals make their home, and most choose not to leave their homeworlds. Finally, the third region to the far west of Sol, is Darkreach. It is a sparesly populated region, and the darkest place in the known universe. Not much is known of this region, as not many make the effort to travel there, but most planets there are highly secretive and make no effort to travel elsewhere.

Most places within the Primal Territory are not far from a travel point, where you may be transported to other planets by way of giant bird Primals. Some may even take you to Sol, depending on the strength of the Primal.

The Defense

"The Defense" is a name used to refer to the walls of crystal Aether which line the edges of the known universe, as well as the massive Aether fortress that lies south of Sol. Nobody has ever been able to damage these structures, nor have they ever learnt anything about their existence. Many have simply grown to believe that there is nothing beyond the walls, and that the fortress is where the "gods" reside, watching over the world. To provide further detail, this giant "fortress" appears to be built up against the southernmost Aether wall. If you stand on the south pole of Sol, you are able to see the giant fortress gates very clearly.


Mortals and Immortals

In this world, all beings have souls, filled with energy. Most beings only have enough energy within their soul to support basic life, however, some beings have gained power through various means, and gained Immortality. These beings are known as Immortals, and there are various different races of them spread throughout the world. There are two main differences between Mortals and Immortals, the first is that Immortals no longer have a physical body in the sense that Mortals do. Instead, they have an "avatar" that acts as the physical representation of their soul. This means that Immortals cannot be harmed by regular means, and will only die if their soul is completely destroyed by the power of another Immortal. The second difference is that an Immortal's soul is filled with a unique "energy" that they are able to produce and control at will. This section of lore will detail the individual Immortal races, so make sure you read up on your chosen race before creating your character.





Primals



Primals are various creatures (lions snakes, dragons etc) that have become immortal. Mostly animal like these immortals are categorized as “non-humanoid” and are much more vicious than their humanoid counterparts and would prove to be very difficult to deal with their unorthodox ways of fighting. Most if not all primals talk telepathically, which allows them to talk to other primals with ease, these primals are usually the apex creatures of their pack/herd and guide their species to safety and prosperity. Some of these primals have elevated their species to the level of humans even. They are normally found in Vias but they can be found throughout sol and beyond.



Proto Immortals



Proto Immortals are beings that are between mortal and immortal they can come about in a variety of ways. They possess the ability to use an immortal energy but not any race specific powers of Immortals. They can created by an Immortal, or naturally occurring due to not having enough source material during an immortal's creation. Proto immortals in general can become an immortal however they will require much more Souls for a Proto Huntsman (Fledglings) or Aether for a Proto Sentinel (Sentry), or to simply fight more/get more people to willingly join their fusion for a Proto Guardian (adepts) to evolve to the next stage. Proto immortals can be killed by the same means as any other mortal however they have the basic energy of your average immortal. When they promotoe to being full flegdged immortal their form(fledgling), armor(Sentry), and weapon(Adept) could possibly become the first form of their Soul Armor, Soul Weapon, or apart of their Finale.



Guardians


Guardians are a new race of Immortals, when the souls of a mortals join together in unison to create a much more powerful being. Originally this was done to act as a guardian for mortals who cannot defend themselves. When Guardians are born, they have no memories, and are the result of the fusion of many different souls, however, they are still their own person. Guardians can be formed a variety of ways but all share one trait, they are all formed from a mass of mortal souls. These souls can determine a Guardian's appearance and their Energy, Guardians can also commune with their souls and extract information as well as skills from their souls. Guardians gain power not only from adding more souls to their fusion but from gaining mortal followers, believers, and worshippers as well. Guardians created from too few souls are proto immortals simply known as Proto Guardians, they can go on to become a guardian if they add enough souls to their fusion.



Adepts

Guardians when they reach atleast an enhanced energy, can also turn Mortals into Proto Immortals called Adepts. An Adept is created when a Guardian seeds a soul(s) from their fusion into a mortal which turns them into a Proto Immortal. Guardians cannot seed out too many of their souls because they'll begin to lose power so most Guardians are only able to make a few before experiencing dips in their powers. If an Adept chooses to leave the service of a Guardians the souls are returned to the Guardian but the Adept maintains their power and can go on to become a Guardian if they fuse with enough mortal souls. If a Guardian dies and they have one Adept who contains souls from their fusion, the souls of the Guardian are transferred to the Adept and they become a Guardian. These rules change when a Guardian achieves Advanced Energy. They can promote one Adept to being a Guardian and upon their death all connected Adepts become Guardians.



Abilities:



Soul Weapon: Guardians have the unique ability to transform their souls into various weapons or items, and even upgrade them over time, as they become more powerful. This stems from their stronger than average soul, created in order to resist a lot of damage, this also means that Guardians can freely use their soul as an offensive or defensive weapon without worrying about damaging themselves. This "Soul Weapon" acts as an extension of their being, and is simply another part of their avatar.



Sacrifice: In an extreme situation, it is possible for Guardians to re-form their souls after being destroyed, but as a result they will lose all of their memories up until that point. However, they may recover these memories over time. When they re-form, they can possibly take on a brand new physical form that makes them even more powerful than before their soul was destroyed.





Sentinels


Sentinels are mysterious, extremely rare, and supposedly ancient Immortals. There are only a few secretive societies that can produce Sentinels, they are created using advanced technology to transplant Aether from various other Mortals into a single Mortal soul, granting that being Immortality. Currently, the technology used to create Sentinels is in its experimental stages, and therefore Sentinels are rarely seen. They are often created in military societies, with a high-ranking individual often being made into a Sentinel who rules over the society, and acts as it's protector. Sentinels are seen as legends through most of the world, some even going as far to believe that Sentinels are the gods of this world. Sentinels can increase their power from having more Aether transplanted into themselves. Unlike Guardians Sentinels retain their memory and are mortal before being turned into one. Going through the Sentinel process is dangerous and risky, the mortal’s body will feel like all of the blood is being sucked out and replaced and it will feel like hours have passed when it was really only a few seconds. Those not going to the conventional process of going through it will suffer longer and harder.



Sentries

Sentinels that are created with too little Aether are known as Sentries, naturally if they receive more Aether they can become a Sentinel. However Sentinels cannot seed mortals like Guardians as Aether is more of a produced and refined product.


Abilities:



Soul Armour: Sentinels have the ability to control the Aether within their soul to an extreme degree, forming powerful suits of armour to protect their souls and enhance their abilities. Over time, they can upgrade this armour into more powerful forms, increasing their speed and strength in the process. Similar to the "Soul Weapon" of the Guardians, the Sentinel's Soul Armour acts as an extension of their soul, but provides much more protection to their soul.



Aether Call: A very powerful Sentinel has the ability to withdraw the raw energy from nearby Aether structures, borrowing power from the universe itself, allowing them to take on a new, more powerful form. However this power is not their own, and will eventually return to it's original source.



Huntsmen


The Huntsmen are a group of new Immortals in this world, however, they are very different from all other Immortal races. Their souls are not made from Aether, but a mysterious, substance known as Dark Matter. These Immortals came into being when a few Mortals were sick and tired of other immortals governing them, wished to rise up against the Immortals, and gain power of their own. To do this, they committed the ultimate sin, consuming the soul of another being. This sin gave birth to a brand new energy that corrupts all it touches: Dark Matter. Huntsmen are the mortals who devoured the souls of many different beings, gaining more and more power until their souls were corrupted by Dark Matter, and transformed into powerful Immortals. Huntsmen seek only to gain more power, and will cause the extinction of all other Immortal and mortal races if they are left free to hunt for souls. Huntsmen can gain more power from devouring souls especially those of immortals, the more powerful the immortal's soul the greater the gain from devouring it. They are the apex predators of all mortals and if left to feed they may end up causing the extinction of all life



Most Huntsmen are found in disparate climates and situations like the Badlands or Cold Town. However lesser huntsmen, fledglings can be found in busiering cities where the poor are many and desperate for change. Acults also would benefit the huntsmen offering sacrifices and such



Fledglings

Huntsman all start out as proto immortals called Fledglings until they devour enough souls to become Huntsmen. Huntsmen can also create Fledglings by corrupting a mortal soul directly with dark matter. Once they devour enough mortal souls they become true Huntsman. But while they are Fledglings they can become more rabid and develop more demonic\abominable appearances.



Abilities:



Hunt: Upon consuming the soul of a specific Immortal, Huntsmen are able to perform a special technique known as a "Hunt". This ability lets them temporarily alter their soul and physical appearance, becoming a demonic creature based upon the race of one of the souls they have consumed. They will take on the traits of that specific race, in order to take advantage of the weaknesses of their prey, they use this ability to gain the advantage in a hunt.



Finale: A highly experienced Huntsman is able to "devour" his own soul in order to perform the "Final Hunt", increasing their own abilities exponentially, for a short period of time. This technique causes the user to take on a new, possibly much more demonic form, for as long as the technique lasts. During this period of time, Their bodies mutate in various ways their skin becomes consumed in some dark substance and once the substance subsides their demonic form appears. While they are in this form much less mentally stronger huntsmen will lose control of their thoughts and go into a frenzy of hunger and consumption.

Abilities of an Immortal

Abilities of an Immortal



There are three specific powers an Immortal has, that Mortals do not. The first is energy, the unique power that an Immortal contains within their soul, and has control over. This is an Immortals main weapon, that they use to fight with. The second power is the race-specific abilities such as upgrading your Soul Armour as a Sentinel, Forming specific main weapons as a Guardian and Turning into a demonic being as a Huntsman . These abilities are all listed in the race info page. Immortlas can wield weapons or wear armor but they won't be upgradable, as powerful, or of the same quality as a Guardian's soul weapon or armor. The third and final power of an Immortal, is their enhanced natural abilities, such as increased speed, increased strength, and increased endurance. The extent of these natural abilities depends on the overall strength of an Immortal. Though, it should be noted that an Immortals true strength comes from their energy, and should not expect to defeat an opponent by punching them, without using their energy (After all, an Immortal can only be harmed by the energy of another Immortal). Regarding the speed of an Immortal, they are able to move swiftly in short bursts, to evade, dodge and dash towards opponents, however they cannot easily travel through space, fly or sprint across continents. Immortals must use regular means of transportation, depending on the region, such as boats or animals like horses. The only Immortals that can easily travel through space are of course the flying primals, who serve as a means for transportation through the universe. Immortals must rely on these birds if they are to travel throughout space. As an Immortal ages and gains experience in battle, their abilities will increase, their souls will become more powerful, with a larger supply of energy, and more powerful energy. They can also increase their strength through other means, such as accumulating followers as a Guardian, devouring souls as a Huntsman, or receiving more Aether as a Sentinel.

Energy

"Energy" is the main ability of an Immortal, it is a substance produced within their soul, and naturally regenerates over time. An Immortal has the ability to produce and manipulate this energy at will, and can only control their energy if their soul comes in contact with the same type if found in the natural world. There are multiple "types" of energies, but every character begins with a Basic-type energy. This is an energy that allows you to control a certain substance, such as fire, water, earth, etc. Over time, an Immortals energy may change into a different type, there are two methods used to achieve this. Make sure to explain how you energy works and what it does. You can choose from the list of basic energies below but can request a different sort of basic energy via pm but it must follow the general trend of basic energies.

Summary of Energy Types:

Basic Energy - The ability to produce and manipulate a single substance. Normally these should be simple elemental powers or something.

Basic Energy Examples: Lightning, String, Wind, Metal, Earth, Water(includes Ice), Gravity, Light, Fire Slime, Sound/Vibration, Explosion, Acid, Nature, Poison, Crystal, Neon

Combination Energy - The ability to produce and manipulate an energy that encompasses two or more basic energies. This is only achieved through the fusing of two immortals. Fusion Is the combination of two basic energy types achieved via two immortals fusing together to temporarily change the energy into something different. However fusion only works between races and nigh impossible for a different race to fuse with another.

Examples: Magma, Airwave

Enhanced Energy - The ability to produce and manipulate an upgraded version of a basic or combination energy, gaining various other unique abilities related to that energy in the process. Enhanced Energy is obtained through energy adaptation."Energy Adaptation", a process that takes an extended amount of time, or very extreme conditions. This is the natural process of how an energy may evolve, for example, over the course of the story, a character with the "Explosive" energy may eventually transition to the "Nuclear" energy. This would be referred to as an "Enhanced Energy", a type of energy that acts as an upgraded form of a basic or combination energy, it is possible for these enhanced energies to have several special abilities outside of the main "produce and manipulate" power of a regular energy. However at the very least when an energy is adapting into a new form the old form, at the very least the new energy should be related to or associated with the previous energy.

Examples: Heat, Cold

Advanced Energy - The ultimate ability that has it's own unique rules, determined by the player. This energy is not restricted to control over a substance. "Advanced Energy", a power that is not restricted to just a substance, and is extremely difficult to attain (and should be requested first). There are many possibilities for an advanced energy, so let your creativity go wild, but remember, it should make sense in regards to your previous energies, for example: Virus (Basic) > Decay (Enhanced) > Death (Advanced). This stage of energy adaptation is saved for long-term characters, so if you have a plan in mind for your character, it's a good idea to discuss it with me early on, so I can give the all-clear that it's balanced for the RP.

Examples: Destruction, Death

Charges

"Charges" is something put in place to keep combat balanced and entertaining.

Charges is used to perform certain actions, such as changing forms (upgrading weapons as a Guardian, performing Finales as a huntsman, etc) and other race-specific abilities, all located under the "Abilities" section of the race information. When you begin a fight, you won't have any charges, charges is gained by engaging your opponent, recieving damage, etc. This is done to encourage more drawn-out, interesting battles, instead of people using their strongest abilities straight from the beginning. A good rule to follow, is to only use your abilities when you really need to. That will hopefully keep fights entertaining for everyone.

Rules:
  • Post size: at least a paragraph of 4-5 lines
  • No one liners, make sure your post size is enough for your partners to work with.
  • Proof read your posts, avoid consistent bad grammar.
  • Make sure you are able to keep up with the roleplay's pace before joining, and are able to post every few days.
  • Let me or your immediate roleplay partners know if you will be unable to post, so the RP can continue.
  • Do not quote posts in the roleplay area, always use tags when directing your post at another roleplayer to avoid clutter.
  • When adding lore elements that aren't mentioned in the RP information, you must check with me first if it's acceptable
  • If you are inactive for over a week with no explanation, you will most likely be removed from the RP.
  • No mortals

The Pantheon​

These are the ruling Guardians of Bellum, and by extension, the entirety of Sol. They are made up of a dozen or so extremely powerful Immortal Guardians, each with control over a certain region of Bellum, often with a major Kingdom under their rule. All individual Guardians within this group are champions of the Terran Grand Tournament, and during each yearly event, it is expected that one of these Guardians claim victory, and for many eras, this has proven true. The Pantheon all have an agreement with eachother, to avoid large-scale war and loss of life, instead of war, they make bets during tournaments and land is given to the Guardian who earns it, through means of fair combat. This system is put in place, so even if one were to start a war, the others would aid the attacked party, and quickly resolve the conflict. However, the Guardians can be unpredictable, and not one can be counted on to hold true to agreements such as this, but so far, no large-scale wars have broken out, and members remain civil with one another, for the most part. The Pantheon also includes rulers of some smaller territories as minor Pantheon members. The "Pantheon" also extends to a seperate group, the Ancient Ones. In Cold Town, the Ancient Guardians live in isolation, retired from competing in the tournament, these Guardians are the most powerful Immortals on Sol.

Sects:

Pantheon - Guardians who rule over Kingdoms in Bellum
  • King Michael of Symphonia

Ancient Ones - Retired rulers who now reside in Cold Town
  • Oberon
Minor Pantheon - Rulers of smaller territories in Bellum that are just big enough to warrant representation in Pantheon. This is in case of any of the smaller communities grow into a major kingdom.

Requirements: Must have ranked highly in the Terran games, must have a large quantity of followers and at least one small kingdom to their name. (At some point in time, retired Immortals are still part of the group)

Symphonia

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Symphonia is one of the mighty kingdoms of Bellum and one the most benevolent in reference to the other regions of Sol. Symphonia is full of guardians and Adepts who protect the citizens in return for the citizens to become their followers. A properous Kingdom on water which is said to be defended by the ancient Primal pet of the Kingdom's founding Guardian. Guardians native to this kingdom are forged by hand by the Kingdom's ruler which is currently an advanced energy Guardian named Michael. Souls for these guardians are carefully chosen and potential souls are stored in storages hidden by the Monarch. There are also mortals who become Adepts and then Guardians which is an opportunity which only the most loyal followers of a particular guardian receive.

Symphonia seeks to not only better itself but to establish colonies in other regions and help improve the lives of those who live their. They have an order of guardians established for this purpose known as the Crusaders who operate outside of Bellum and have developed an advanced network of communication and information.

History: Symphonia was founded by an Ancient Guardian named Oberon who had forged and terraformed the kingdom with his own hands or rather his energy. He had amassed followers who would then become the first citizens of his kingdom. He would through self developed rituals hand craft new guardians so many native guardians of Symphonia are practically his children. Oberon also created a Primal guardian to guard the waters Symphonia floats on, he named this great primal Ophis and she is said to stand guard even till today. Symphonia prospered as a Kingdom under Oberon's rule for centuries but he has since chosen to step down and retire after one of his former adepts promoted to their advanced energy. He left Symphonia in the hands of that guardian, who is named Michael.

Symphonians​

  • Oberon - Former ruler and Founder of Symphonia, he has retired to Cold Town and became an Ancient One
  • Ohpis - Rumored to still guard Symphonia from underneath its surface and is an elder primal guardian created by Oberon.
  • Michael - The new ruler of Symphonia who has replaced Oberon as a memebr of the Pantheon. He originally was an Adept seeded by Oberon but over centuries has worked hard to evolving into being an advanced energy Guardian.
  • Raikou - A guardian native to Symphonia and the last one forged by Oberon. He is set to be one of the representatives of Symphonia in the Terran Games, given he completes his Pilgrimage.
Relations: one of the most prominent Kingdoms in Bellum but is at odds with several other domains.

Requirements: None really, it's not uncommon for them to welcome Guardians, Adepts, or maybe a Sentinel/Sentry to their ranks provided they have earned the Monarch's trust.

Sildor Conglomerate

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Hailing from the planet Sildor (hence the name) The Conglomerate is run by The Board Of Directors, scientists and engineers who are considered the top of their field this is to promote progress of the society. The conglomerate is a very advanced society and their main focus is on research and the understanding of the universe. They send out reconnaissance parties frequently, and everywhere, although the galaxy world of Sol has proven to be too hostile to survey, that is, until Board Director Acantha Al Achturas invented(or discovered) the process of making new immortal-like species dubbed "Sentinels" however the survival rate of volunteers is low and few side effects have been known to occur in surviving ones.



History:

In ancient times Sildor was still a very advanced society originally named “The Parn” their home was ruled over by a immortal who had controlled viruses. The parn worshipped this immortal foolishly until a Sentinel or Guardian lured it away. But before leaving the immortal brought the parn to the brink of extinction. The surviving parn who were advanced in the ways of medicine then flourished after the immortal abandoned the Parn homeworld now named Sildor. Back to present day the Sildorian government who prioritized the advancement of sildorian-kind eventually set out to the stars the first race they found were a seemingly aggressive race known as the Dycrons. Sildorian exploration ships tried to contact them but were immediately fired upon. This triggered the war the Sildorian peoples have been in in centuries. The dycrons sent an expeditionary force and the sildorian fleet ambushed them successfully destroying the dycron fleet. Military director Nyala fought in the asteroid fields during this brief war and was slightly injured.



The Sildorian government at the time decided it was better to remain hidden much to the sildorian militaries dismay.



Acantha Al Achturas - first sentinel and first test subject of the conglomerate



Sebastion Z. Ravus - Second generation Sentinel and Commander sent to assist Acantha in order to gain experience and education about the universe around them as well as to test out the second generation's abilities.



more to be added soon.



However they know that they may not be the only society that has the means and knowledge of making these new breed of immortals and are actively looking for any signs of them. These sentinels shall be dubbed:



Rogue Sentinels.



in addition to immortal research the conglomerate are also constantly looking for ways to improve the way of life for all mortals (on their planet) it is uncertain if there is any other civilization more advanced than theirs, The conglomerate is wary of this and they keep their presence in the universe low as for safety.



Board directors(more to be added soon, not available):

Nyala Val Peirch - Military Director and former Technologies director.

Acantha Al Achturas - Technologies and Logistics Director.

Valyaev el ketrovic - Manufacturing and mining Director

Jural di urel - Agrarian director

Scylla de Sakuras - Information and Trade Director.



Relations: There is a sildorian outpost on the edge of Lunari space that serves as a trading post between the two powers. Currently Sildorian board views them as a potential threat with their large empire as such.



Requirements: Must be a Sentinel and be from Sildor.​

Military Republic of Lunari

Custodia

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Condition:



Vibrant tropical ocean world teaming with life









Ruler:

Imperator Maximus Decantus (Felinae)



Custodia is home to both the Illustrati and the Felinae.



The Illustrati are a race of humanoids that make up much of the planet's population. Averaging at about 6ft 8in, and 148lbs, the Illustrati are among the most adaptable species in their system. Their appearance is somewhat similar to that of humans or elves, the major differences being their seemingly lack of pupils, bowed shins, and slightly enlongated canines signifying a carnivorous diet. Their blood also contain Hemocyanin meaning that their respiratory proteins use copper binding sites to bind and transport oxygen, making their blood blue instead of red like humans. Natural acrobats, and extremely adaptive genetics, they can survive in almost any climate.



The Felinae are a race of humanoids decended from felines. Felinae are actually two different species bearing astonishing resemblance to both humans and illustrati, the only physical difference being the tails that extend from their posteriors and the greater variety of ear shapes. What seperate the two are the breeds, Felinae Superior, and Felinae Minus. Both are extremely curious, have exceptionally strong senses of smell and hearing, as well as powerful night vision. Like the Illustrati, they have a seemingly lack of pupils, and their blood contains Hemocyanin. They too are acrobats, and have extremely adaptive genetics, allowing for cross species breeding, and survivability in almost any climate. What seperate the two is the fact that the felenae Superior is taller by a head on average, and are typically hairless, bearing more human/Illustrati features, while the Felinae Minus bears more catlike features, such as a light coat of hair over 80% of their bodies and more feline features much like their ancestors.



Government:



Military Republic



Culture:



While their government is militaristic, the Illustrati and Felinae are very peacable beings, seeking to spread their influence through cultural domination and intellectual superiority to bring new spacefaring races into their republic, knowing that their ideals and beliefs will inevitably influence the existing culture. Being natural Xenophiles, they believe that society would grow stagnant without different concepts and moralities and are thus considered staunch believers in unity by diversity. Yet despite these idiologies,they are known for their militaristic and disciplined culture, typically taking on the role of peace keepers.





Landmarks:



The Black Citadel: An ancient fortress built long ago before the unification of the Illustrati and Felinae peoples. It's size and constuction still leave many archeologist baffled. Made up of massive slabs of smooth basalt, the fortress remains in use by the government as the planetary capital, it's awesome and intimidating construction still bring wonder to the people.





History:



Custodia was not the peaceful world that it is now. In fact, what little remains of their history before the Unification War, tells the moden day citizens that the Illustrai were once seafaring clans, constantly at war with each other and the Felinae for reasons long forgotten. During that time, the hero who would unite the Peoples [Name Lost] rose to power, and thus construction of the black citadel began.

From then on for the next 15 millenia, the Military Republic of Lunari prospered and advanced, quickly becoming the technologically advanced people they are today. During that time, they had began to colonize worlds, and soon discovered the Void gates, sending them into a galaxy that was cruel and unforgiving. Not soon after exploring the system they had entered were they fired upon by an alien race that today is still unknown to them. This of course spurred the military into action, and war soon consumed the Republic. For fifty years the Republic fought, and studied the technology their foe had used, spurring great technological achievements. But soon the war came to an abrupt end, when they used their world burner cannon on their enemies homeworld. The results were devestating. The planet became a barren lifeless wasteland, all the atmosphere burned away, and no traces of the inhabitant's existence. Mortified, they locked the weapon away in the hopes to never use this terrible device again.

With their foe erradicated, they have began to expand their republic, in hopes of one day meeting new peoples and absorb them into their Military Republic of Lunari.



Requirements: Must be a Sentry and from the same party as Marius Aurel

The Wild Hunt
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The Wild Hunt began with it's an old Huntsman named Azazel who defied all that it meant to be a Huntsman at the time this was all because he savored the soul of an immortal with an Advanced Energy. In doing so he learned the very nature of Huntsman is designed to keep them from their true potential and only when they reign in their nature may they achieve it. Through control, teamwork, and standards will a Huntsman ever truly savor quality souls in regards to themselves and those are the principles the Wild Hunt is based on. It's ironic that the Wild Hunt are more civilized then their counterparts despite their name. Azazel made it against the rules to unnecessarily devour low quality souls like normal mortals and basic energy immortals. When a member of the Wild Hunt is caught doing so , a Rough Hunt takes place and that Huntsmen is devoured by the members of the Wild Hunt. Note it's against the rules to devour lower quality souls but not to kill those posessing them.

The Wild Hunt all generally travel together and number around 100. The Wild Hunt is pretty much unilaterally by it's master Azazel. Whenever the Wild Hunt blow through an area a dark haze is about them because of the intense amount of dark matter all congregating together. This is believed to be the root of how the Wild Hunt travel so fast for a group their size and mostly all together. One's normal assignment is to travel by the side of the Grand Champion of the Hunt, but sometimes Huntsmen with permission or on an assignment will travel independent of the group for a while. When one devours an Advanced Energy soul, that Huntsmen is recognized as a Champion of the Hunt and earn a place directly as the side of Azazel the Grand Champion.

Members:

Azazel - Grand Champion

Grunbeld Kingsglaive - Member

Kai Aster - Member

Reno Redd - Member
Requirements: Must be a Huntsmen and must swear off the unnecessary devouring of weaker souls.
 
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Name: Raikou Kaminari


Apparent age: 20


Gender: Male


Race: Guardian

Organization: Symphonia

Personality: He's a mercurial, flashy, and energetic individual on the surface. He has a contradictory favor towards dark colors when it comes to fashion. He is very knowledgeable because a good portion of his mortal souls are intelligent men of science, which he draws from for his intelligence and capacity to learn. From the warriors he gains not only bravery and might but the ability to persevere through even the toughest situations. In battle, he always maintains this intense focus and tranquil fury to fight effectively. He often commune with his mortal souls for the knowledge they hold and likes to meditate to be spiritually sound for easier communication with them.

History: Raikou was hand crafted by an Ancient One just before they retired to Cold Town, he was crafted from the stored souls of long dead scientist who specialized in the science revolving around electricity and skilled warriors who worshipped lightning. The resulting guardian was named Raikou and his creator was named Oberon. Oberon left Raikou in the care of a former Adept, who has long since turned Guardian, named Michael who was also made the new ruler of Oberon's former domain Symphonia. Michael would go on to personally train Raikou on how to be a warrior and a guardian before bidding Raikou to begin his Pilgrimage as Raikou is to be one of Symphonia's representatives in the Terran Games as per the wishes of Oberon before his retirement.

Current Energy Type: Basic


Basic: Electricity/Lightning


Enhanced: Esoteric Lightning


Advanced: Conceptual Lightning


Soul Weapon: Raikouken

Standard
latest


Lesser
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Dual Blades
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Other: He has discovered it's possible to use your soul transformation to repair your avatar but at the cost of not being able to use your soul transformation for the duration you would have been injured for.

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latest


Name: Sebastion Z. Ravus


Age: 27


Gender: Male


Race: Sentinel

Organization: Sildor Congrolmerate - Commander


Personality: Becoming a sentinel had changed Sebastion, making him someone completely different from his mortal self. Sebastion is an ambitious individual who one day wants to ascend higher than everyone and believes the path to doing so lies in the fortress which the Gods are rumored to reside in. He speaks with an odd intensity behind his words and that intensity is also displayed through his facial expression. He'll always seem very detached from those around as if he is on a different level or plane of existence which others will interpret in varying ways. Sebastion just feels that he is much different than those he encounters, that there is an entire world separating him from others. Sebastion isn't one to normally go all out from the start, he only dones his soul armor when he's taking something seriously and have been in some way pushed to that extreme.


History: Sebastian is a veteran of Sildor's war with an alien race called the Dycrons and had many accomplishments before the Sildorians went in hiding. Even after the war he lead one of the more successful reconnaissance teams not with his scientific expertise but with his leadership experience. Eventually after the first generation of Sentinels were completed the Technologies division went to work improving the process for the second generation of Sentinels. They selected accomplished military personnel for the next generation of Sentinels as the SC planned to use them to survey more hostile areas. Among those selected was Sebastian Z. Ravus, he was among the few successful trials in the second generation of Sentinels.

He wasn't sent out right away but held for training and education on what he is, what he'll encounter, and how to use his newfound powers. He wasn't allowed to start his assignment until he passed an examination that he is able to use his powers effectively and to their predicted capabilities. Before departing to begin his assignment he was promoted to the rank of Commander.


Energy:


Energy Type: Basic

Soul Armor: Will change as he upgrades
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Aether Call: He'll always assume this form when performing an Aether Call
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Other: Sebastion will be in contact sending and receiving information to the division of the SC overseeing his mission.
 
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@Luckz The Elder The Elder

All you guys got to do is copy your characters over. I recommend switching from the rich text editor format and copying the text in its code form. Then paste it makes transporting everything much easier. You could always make new characters or more characters if you wish.
 
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Stands around 11 feet tall

Name: Grunbeld Kingsglaive


Age: 69


Gender: Male


Race: Huntsman

Organization: Wild Hunt - Member


Personality: Grunbeld want to rule all of Bellum and take it from the hands of the Pantheon. He shall consume the souls of stronger immortals and rise up by the toilet of his hands to eventually devour an Ancient One to gain the power necessary to overthrow the Pantheon. He'll take on all those who will march side by side with him to crush those Guardians. He shall institute a new order over all of Sol uniting it completely under his rule and never again to be at the mercy of some good above him.


History: Grunbeld was a mortal living in Bellum, he resided in a kingdom ruled by a member of the Pantheon. He had a family, home, friends, grandchildren, and an entire life that was all taken away in a dispute between two members of the Pantheon. They went into a brief border war that annhilated everything and everyone Grunbeld once knew. That day he begged for mercyand for vengeance all the way into his years as a refugee. During them, he was found by a recruiter for the Wild Hunt and traveled with them to the Badlands. There he was made to devour the mortal souls of murderers and other such vile criminals until he became a Huntsman of the Wild Hunt. It was then he realized his dream to dethrone the Pantheon and just how he will achieve it.


Energy:


Energy Type: Basic

Finale:
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Other: His weapon of choice is his Haldberd which he imbued with his immorral energy to use it against immortals
 
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ACANTHA
B A S I C / D A T A

name: Acantha Al Achturas
age: Unknown. Apparent age 42 arrival on Sildor 14 years ago
gender: female
race: sentinel
height: 5'10"


P E R S O N A L I T Y



(Lawful Neutral) Cold, Ambitious, Devious, Determined, and Patient.

There is practically nothing Acantha wont do to achieve her goals from betrayal to genocide she will stop at nothing to deny her foes of an advantage nor will she not deny any form of advantage should she see it.

She believes her actions are for the greater good and for peace.

However she is not ignorant nor is she blind to those around her. She is willing to make allies as well as appeal to them through shifting her personally and actions to make them like her.

Her mind is one of over analyzation of any and all things, it operates at a level that surpasses many beings and the levels of concentration makes her a danagerous oppoent should anyone meet her expectations of being a worthy foe.

She hides her emotions through her smile, which is constantly on.​

E N E R G Y
Energy: String: Acantha produces a immense amount of nigh indestructable invisible strings thought to be made of aether, these strings can form into razor-like wires to cut through most things, as well as form a armor like plating that she can use to form her soul armor. The strings can also form blades, ropes, and various other contraptions to help her get around. The strings also have another aspect to them to where they can absorb or "eat" the non-living earth around her to simply transform the field to make it more favorable to her skill set. The strings can act like motion detectors and listening posts


Energy Type: (> = acquired) (X = not acquired)


X-Combination - Elemental String: Acantha can use her strings to "suck" up various elements effectively terra-forming her surroundings


>-Basic - Nano String: She can command her strings to form spikes and hooks to impale or provide assistance. they naturally free flow around Acantha providing her with both clairvoyance and listening stations around her. these strings are so small that they are practically unnoticeable and ineffective until she wraps them up to make them thicker and thus stronger. The strings are indestructible when in the free flowing state and only damageable when they wrap up and only against aether(soul) attacks. Acantha can make weapons out of these strings such as blades and pointy edges, these weapons deal light damage toward the actual soul of the target but however deal substantial damage to their avatar.


X-Enhanced - Atomic string: With the statements above, these strings have the possibility of causing "passive damage" basically killing the avatar or body of her opponent through DNA disruption, not exactly instant in a extended fight these will prove fatal unless the immortal takes time away from Acantha to actively heal. This effect would slow/ the opponent ever slightly and increases the effect overtime as well as making the opponent feel more pain.


X-Advanced - Quantum String: With the statements above, these strings are even more smaller able to cut and pass through soild objects the only things that it cant are aether(soul) objects. Quantum strings can mess with the atoms of an object and even create new elements out of seemingly useless objects, however the notion of "equivalent exchange" takes present during this. In addition they can read minds.

theme: searching


B I O G R A P H Y
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Amongst the stars Acantha has traveled far and long in search of the pursuit to make Sentinel's Artificially created immortals used by injecting mortals with massive amounts of Aether, bolstering the soul and granting the person power. She eventually found herself to a space-faring human-like race that she could easily fit in, however they were very technologically advanced so simply blending in wasnt an option. She'd have to infiltrate into their data base and insert her citizen's profile into it.

They were a technological race prioritizing the advancement of technology and only had another colony in their home system however they have been outside it and have been surveying other planets including Sol. Acantha had once been here before, when it was ruled by another immortal, a cruel guardian of sorts that soon descended into darkness and madness. He died sortly after

After that she joined what would be a science team that was already researching some form of Aether but not how she wanted to use it. She began putting her knowledge into the work and a few years later she practically developed the sentinel making process herself. It was dangerous and risky but it got her a seat of power on the Sildorian board of directors where she is now actively trying to make it better and safer.
coding by cychotic
 

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Hialeah Decla

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Age: She appears as a young woman, perhaps twenty at the oldest, with a childlike glow about her. She isn't sure of her true age.



Gender: Female



Race: Guardian



Personality: She is pure joy. She is a graceful being, never abrasive, quiet and mild tempered. She is passionate about life, living, and bringing happiness with her. She is good in every fiber of herself, and lives for the soul purpose of protecting sacred life at any cost.



History: Hialeah has no real memories, but she knows warmth and light, and the scent of roses she carries on her skin. She feels a connection to young souls, children, so she assumes her purpose was to serve as a guardian to mortal 'small ones'. She has wandered all of her young life, observing the living and the balance of life and death as she goes. She hasn't existed for long, and hasn't found her place quite yet. The term "too pure for this world" couldn't be used more aptly than to describe her. She has quite a following of mortals, being a rather strong guardian especially for her newness. Her dominions are life, youth, and love/fertility (creation of new life). Her symbols are in roses and baby's breath, as she also is known for her relation to plant life and nature.



Energy: Basic: Plant~ manipulation of flora.
Advanced: Nature ~ to manipulate flora and fauna.
Enhanced: Life ~ The ability to resurrect and heal.





Other:
•Hia rarely uses her energy ability, as it is highly draining to her, and she doesn't want to use such an ability sparingly, as it could have consequences. Only when she feels life has been unjustly taken does she act on her resurrection, especially in the cases of children.
•She is petite, standing at a meager 5'2. She weighs a little less than 110 lbs, with a slender body with shapely curves and bust.
•She carries with her a staff. It is one of her symbols, a glowing orb surrounded by a ring, then two incomplete rings. She also has a dagger that is stored within her staff, but it has never been used.
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Description: 6'3", 250Lbs of raw lean muscle with an ashen white skin palor. Several scars are prominant on his arms and torso, along with a large scar on his right cheek from the corner of his eye to his chin. His irises and pupils are the color of mercury, and his hair a charcoal grey. His shins are bowed inwards like the rest of his kind giving him an exotic look to outsiders and those ignorant of his species.

Name: Marius Aurel


Age: Looks 23, Actual age 223


Gender: Male


Race: Illustrati Invictus


Immortal Race: Sentry


Personality: : Marius is an honour bound soldier, his people and his family come first. he's been known to be sarcastic to those he has a good raport with, and is almost loyal to a fault. Due to being born and raised in the Military Republic of Lunari, he holds a strong sense of duty, this only multiplied tenfold since his induction into the Black Hand. Cold, unfeeling, rutheless, if there's a mission, he will stop at nothing to accomplish it, or die in the line of duty so others can.



History: Marius was born into a military family, like most in the Military Republic of Lunari. From the day he could speak, he was taught that Duty before self was what it meant to be as a citizen. Growing up, he like many children in the Republic strove to be like their parents. To do their part and serve the republic and her people. When he was sixteen, he was inducted into the Lunari Primus Cadets or so commonly referred to as the Young Bloods. From there on, his service to the republic began. When he graduated from Emerald Springs Military Youth Academy at 22, he signed on to be a Fallschirmjäger. For sixty years he rose through the ranks, putting down rebellions and invading forces. It was during one of these rebellions where he truly distinguished himself as a soldier. At the time he was a Major, in charge of an elite unit of Fallschirmjäger. When the war ended, he was further promoted to Lt. Colonel , where he volunteer to be part of an experimental super soldier program called "Project Gottestöter". Sixteen months of genetic modification and surgeries. Sixteen months of agony. In the end, he had become a demigod among mortals. Bigger, Stronger, Faster, Even smarter; the project was a complete success. As It turned out, the Project was funded and ran by the military order known as the Black Hand. Upon completion of the advanced training, Marius was inducted into their ranks as a full brother. For the 30 years he has served taking out threats to the republic and her peoples, sent on what most would consider a suicide mission, and return successful.
After his last combat mission, Marius along with a cohort of his fellow "God Slayers", were assigned to the SR17 Invictus, to act as security and the vanguard of the expedition into the Unknown Reaches. For a century, he and his brothers and sisters fended off pirates, xenophobic locals, and hostile creatures in an attempt to find and establish an outpost and someday possibly a colony. On one particular mission, he and his unit was sent to Sol, their dropship landing out in tha badlands to servey the world and protect the scientists along with them. Upon entering the territory surrounding Steel City, he and his unit were attacked. For hours he and his squad of eight fought. for every 75.8 raiders they killed they lost one of their own, not counting the scientists that were quickly slaughtered. During the battle he was mortally wounded. With little options left and medical supplies low, his second in command got a hold of an Aether injection and used it on Marius in hopes of saving him. It did, but it the end his squad was destroyed. Alone and in dire straighs, he flead to the relative safety of Pilgrim's Bay.


Energy:
⦁ Basic: Fire
HTML:
http://powerlisting.wikia.com/wiki/Fire_Manipulation
⦁ Enhanced: Dark Fire
HTML:
http://powerlisting.wikia.com/wiki/Dark_Fire_Manipulation
⦁ Advanced: Almighty Blaze
HTML:
http://powerlisting.wikia.com/wiki/Ultimate_Burning


Energy Type: Basic
Soul Armor: Will change as he upgrades
sci-fiArmor_Swords_Night_460310.jpg


Other:
⦁ Red Aethrian plated Auto-blade: The Illustrati Auto-blade is a favorite among shock troops and high ranking officials due to it's sheer brutality and messieness as a weapon. While technically not a blade, the weapon is a motorized saw that has a chain covered in blue aetherian teeth with a red aetherian plating the burn through it's victims as it tears through armor and flesh with ease.
⦁ GSM-40 ARC: The standard service rifle of the Lunari Republic Armed Forces, the GSM-40 Automatic Rail Carbine, fires .60mm rods at 1000 rounds/minute. Fitted with a bayonet measuring at 18 inches (45.72cm), with a mono melecular edge, the weapon preforms exceptionally at both short to mid range, along with CQC. Each Magazine holds around 60 rounds, and has a select fire system along with a integrated ammo counter and uplinks to the users targeting system. Being nicknamed the grinder, the weapon shreds body armour and flesh like wet tissue paper.
HK-74 Einharjar Wanderpanzer (Power armor): The latest in powered sealed hard suits, the H-74 Has a neural interface, and is linked to the user via Uplink ports on the body. So far very few have been produced due to the risks of the surgery involved for the soldier to use the Exoskeleton. Made from an aluminum-titanium alloy, and a carbon fiber underlay, the suit is highly resistant to damage, and is light weight. It sports a HUD that shows individual vital signs, compass, targeting reticle, and team roster/vital signs. The suit also sports a jumpjet used primarily to slow the Gottestöter descent, but can be overcharged to propel them short distances Ex: A canyon or roof top. Very few are seen on the battle field, and few are able to use them. (Image)

⦁ Rapid Regeneration: It takes more than a mortal wound to keep Marius down. Due to the gene therapy he was given while in the womb, Marius can heal from some of the most grievous of wounds in a matter of days, sometimes hours depending on the situation.
⦁ Adaptive Biology: Like the rest of his people, his genetic code and biology allows for maximum survivability in the most hostile of environments, making his immune system and genes extremely flexible.
⦁ Berserker Rage: Upon becoming a Gottestöter, he was forced to undergo several injections that altered the frontal lobes of his brain to enhance aggression, strength, endurance, and tolerance to injury, yet lowered his ability to reason for a short time. typically activated upon recieving a mortal wound.
⦁ Gene Seed: Nucleotide purification techniques allow for the isolation and refinement of particularly desirable genetic traits.Taller, stronger, faster, and tougher than a Normal Illustrati
⦁ Black Hand Training
 
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KAI ASTER
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basic data
Name: Kai Aster
Presumed Age; 22
Gender; Female
Race; Huntsmen
Organization; The Wild Hunt

latest
abilities
The Hunt & Finale
Kai is able to transform herself to the race she has consumed in The Hunt. During Finale, Kai retains the form seen in the image above, her actions overwhelmed by dark matter.

Basic Energy
Primarily uses water, as she manipulates it with ease. She will use earth energy if she wishes.

Enhanced Energy
When using enhanced energy, Kai takes upon dark water manipulation, destroying things that may come in contact with said water.

Advanced Energy
Esoteric water manipulation. Kai is able to generate or manipulate water or absorb its magical properties. She can use it to enhance her physique as well as many other things.

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personality
A greedy, somewhat spoiled woman, Kai takes what she wants, watching from the sidelines until she is able to pounce. Her symbol, the rabbit, has turned vicious to represent her first impressions versus the later image she has.

Cunning and incredibly manipulative, Kai has difficulty being wholly good, instead taking anything for her own gain whether or not it goes against morals.

She cares not for others and will make her rash attitude apparent after she has used a person. Despite this, she is able show a nicer side disguised as soft, teasing insults for those she holds in her favour.

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history
Kai had lived before as a Fledgling, drawn by the immense promise of power that the Hunt would give her. Previously, she had chosen to leave her house out of her own accord to prevent an arranged marriage from binding her to an abusive man.

Seeking a way to strengthen herself, Kai turned to the Wild Hunt, quickly rising in prowess and power by devouring souls. Her parents had been nobles controlling soldiers, and she often sparred with them despite her parents' wishes.

Kai has developed her personality through the culture as well as the time she had before the Hunt. Her supression has led her to be calculating and rash, her words sharp when need be and selfishness became her premise.

She now follows the Wild Hunt in their ways.
coding by cychotic
 
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LiborioLiborio.jpg
Name: Liborio
Age: Actual an apparent are both 24
Gender: Male
Race: Guardian
Height: 6'4"
Weight: 197lbs
Eye color: Honey gold
Hair color: Blue-black

Personality: Liborio is the definition of a free spirit. He does what he wants, when he wants, and has not a care for the consequences. He has only one goal, and will take any length to achieve it regardless of what if may cost the people around him. Despite what one would believe, Liborio is not intentionally malicious or unscrupulous. He simply has no interest in the constrictive nature of conventional decencies and empty pleasantries. If he likes you, you will know; if he doesn’t, it will be no mystery. A pleasure seeking wild child with selfish inclinations and an obsession with coming out on top, in any situation, Liborio is quick to make friends and quicker to betray them. His only loyalty is to his promise and his people. He would betray the entire universe to darkness if that is what it takes.

History: Liborio was formed from a nomadic group of people, the Liridan, who once wandered small planet in the Primal Territory. They were a peaceful people with a friendly disposition to everyone. They traveled around their home world, exercising their freedom to be alive and trying to keep from imposing on the freedom of anyone else by staying in one place for too long. Their peace was shattered by an avaricious and gluttonous immortal seeking to turn them into slaves. Rather than be chained to the wills of others, and refusing to lie down and be slaughtered, the Liridan relinquished their own lives. Praying for a freedom untainted by outside influences, the collective souls of the Liridan became Liborio. He now walks the path to true freedom: power. The power to deny everything else but his own free will, far above the other immortals. Once he has attained the position of supreme power, Liborio will free the souls that are his own existence and give each of them the freedom to choose their own path.

Energy: Air
Current Energy Type: Basic
  • Basic: Wind
Liborio can summon and manipulate the movement of gases to create wind. His control of the wind is limited to mostly natural phenomena, so air whips or wind blades are beyond his ability to manipulate, but buffeting gusts and cyclonic spheres are not.​
  • Enhanced: Pressure
By manipulating the concentration of gases, Liborio can control the pressure of his more immediate surroundings. Specifically, increasing or decreasing air pressure to create high wind weather patterns or harsh breathing conditions.​
  • Advanced: Weather
Liborio has delved into the true force behind the flow of gases. He now wields the ability to affect atmospheric pressures, on a large scale. Inciting hurricanes and incubating cyclones are nothing to him.
Soul Weapon: 312e6561dbbb772ec157b06d740de4bc.jpg
Liborio's staff is actually bladed and quite sharp.
 
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Name:
Nomad Thanatos


Age:
Apparent: 24

Real:
Unknown

Gender:
Male

Race:
Sentinel

Personality:
A sentinel of great honor, Nomad is a very dedicated and persistent individual. His tenacity is his one of his greatest strengths, striving him to better himself. However, because of his past experiences with killing, he rarely takes lives. But Nomad is far from a pacifist. If he is challenged to a battle he will go through with it to the end and give it his all, no matter what the circumstances. However, he is extremely cocky, thinking that he better than any opponent that he fights. This is one is his greatest strengths, but also one of his greatest weaknesses. This trait combined with his tenacity gives him a reckless nature that can either lead to his success, or his end.



History:
Nomad has no memory of his creators, nor any memories of his former self. His earliest memory is when he woke up in a strange place. He had no idea where he was, and did not know what to do. So he went into hiding, trying his best to go unnoticed by anyone or anything, in fear that he would be found and questioned on where he had came from

After about a century in hiding, Nomad had not found anything even relating to where he had come from or even what he actually was. He determined that he had lost his prior memories, and no longer had fear. He had realized that quite some time had passed, but he was perplexed that he had not physically changed. At this point, Nomad felt like an empty shell. He had outlived many of his friends, and he knew that he would do the same with anyone else he came in contact with. Until one day, he came across a mysterious warrior in the market, one of great age and power. This warrior had noticed the emptiness in Nomad, and offered him a purpose: To train and become the champion of The Grand Tournament. Nomad was out of options. Maybe this tournament will help him find his true self.

For the next 150 years, Nomad trained furiously. Every single day he trained his body, mastering many fighting styles and discovering many of his hidden sentinel abilities. He trained with any master he could find for as long as he could, learning everything he could possibly know about fighting. His strength and speed were now heavily impressive for his kind. He now was ready to take the pilgrimage and fight in the tournament.


Soul Armor (Basic)(Unlocked): Enhances his speed, durability, and strength. A shield and blade are attached to opposite arms
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Soul Armor (Enhanced) (Lcoked): Further boosts the previous stats along with enhancing flexibility and agility. Gives him more raw power and unlocks more abilities
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Soul Armor (Advanced) (Locked): Further boosts previous stats along with a huge strength boost. Gives him even more raw power and unlocks even more abilities
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Aether Call (Locked): Brings out the full extent of his abilities and gives boosts to all stats even more than Advanced armor

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Energy: Basic

Energy Type:
Only able to Basic: Metal
Can manipulate metal for offensive and defensive capabilities. Applications include
Ferrokinetic Constructs using metals, Manipulate the properties of metals, Polish metals, Repair metal objects, Metal Attacks, Metal Detection, Metal Dust Manipulation, Metal Generation, Move/lift metal Matter Surfing by riding metallic objects.

(unlocked)


Enhanced: Magnets
Can manipulate magnetism for offensive and defensive capabilities. Applications include Demagnetization, Electronic Disruption, Magnetic, Attacks, Magnetism Generation, Magnetic Force-Fields, Magneto kinetic Constructs, Manipulate the properties of magnetism, Move/lift magnetic fields, Metal Manipulation limited to iron, nickel, cobalt and their alloys, Limited Matter Manipulation by affecting the metallic particles in the non-metallic objects, Sense magnetic fields, how they move and anything that moves/disturbs them,Detect metallic objects, advanced users can track humans by iron in their blood.
(locked)

Advanced: Electromagnetism
Can control one of the four fundamental forces. Applications include Chemistry Manipulation, Electrical Telekinesis, Electromagnetic Attacks, Electromagnetic Constructs, Electromagnetism Generation, Electromagnetic Vision, Electroreception to sense disturbances/presence in electromagnetic fields, EM Electricity Manipulation, Electricity Manipulation, Gravity Negation, Magnetism Manipulation, Electron Manipulation
(locked)

Other:

none
 

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Name:
Marx Terass

Age:
Apparent Age - 16
Mental Age - 25-50
True Age - Unknown

Gender:
Male

Race:
Sentinel

Personality:
Lawful Neutral
Tl;dr cos laziness:
Logical, curious, self-serving, cold, blunt, romantically blind, intelligent, intuitive, good learner, academically knowledgeable, understanding, courageous, stoic, fearless and constantly underwhelmed.

History:
Tl;dr again cos I'm lazy:
Created on a small isolated planet where technology had far surpassed what was deemed "modern" in most societies, Marx was the first Sentinel ever spawned from the experimentation of a highly advanced super-society beings. Unfortunately, he was created too powerful and accidentally used his powers consume the planet itself, his people along with it.

Encasing himself in rock to put himself in a sort of petrified stasis, Marx floated through space in a meteorite that would eventually come into contact with Sol. With no recollection of his past, his memory having eroded over the years of stasis travel, Marx will awake for the first time in aeons in unfamiliar territory as his fractured mind tries to piece the puzzle of itself back together.

Energy:
Energy Type:
Basic (Earth Affinity) - Marx's physical body is composed of highly densely packed earth that he can manipulated at will, drawing it out from his body for defensive or offensive purposes. Likewise, he can mend his body by absorbing the earth. As a result of his strange physiology, Marx has an incredible weight and strength about him, able to withstand incredibly powerful attacks and deliver an unbelievably strong counteroffensive at the expense of his natural speed. (Note that his increased strength does allow him to move quickly by "leaping" or moving with powerful movements.)

Combination (N/A) - Marx does not have a combination energy type.

Enhanced (Continental Geokinesis) - http://powerlisting.wikia.com/wiki/Tectonic_Plate_Manipulation
Marx may freely control the ground around him in addition to his basic abilities. He may use this to quickly travel beneath the ground, fly for a limited amount of time on a boulder or even summon minions to fight for him. Marx's power's strength allows him to telekinetically rip the ground beneath him apart as if it is play dough, causing large earthquakes and it affords him a great amount of control to endeavour in constructing large structures.

Advanced (Astral Geomancy) - http://powerlisting.wikia.com/wiki/Space_Rock_Manipulation
Marx may manipulation/construct large comets and asteroids from outerspace. He may use them as means of transport or as a deadly weapon.

Other:
So far, Marx has only unlocked his basic energy type, but he is very close to upgrading to the next tier.

Soul Armour (Basic) -
(*Concept* Armour may not actually form with this appearance. May pour out from any part of his body/skin. Can be formed in specific areas only if need be. Can be repaired by absorbing earth.)
latest


Soul Armour (Enhanced) -
(Larger version of the Basic Soul Armour. Marx's body is located somewhere within the construct. Incredibly slow, but immovably endurable, tough and strong. Can cause miniature earthquakes and shockwaves with strikes from its fists.)
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Soul Armour (Advanced) -
(All normal stats, including strength, speed, endurance, etc, are greatly increased. Removed speed weakness. May draw aether from the planets or nearby aether constructs from a distance. Cannot be damaged by non-enhanced or above attacks.)
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Name:

Reno Redd
Age:
24
Gender:
Male
Race:
Huntsman
Organization
The Wild Hunt
Personality:
Reno, through thick and thin, is a trickster. He is both cumming and foolish. He'll openly question and mock authority. He's fond of breaking rules, boasting, and playing tricks on both mortals and immortals. Reno too enjoys the feeling of fighting; the thrill of being in a life or death situation and using his wits to get out of it. As a hunter, it goes without saying that he has no problem killing whom ever he wants. Ever since Reno joined the "Wild Hunt" he has always uphold their one and only rule. Reno lives
History:
WIP
Reno grew up within Badlands as a fledgling street rat. He had no family, money, and little friends. He was forced to learn many skills to help him survive the Badlands. He had to learn to combat skills, trickery, and how to escape and maneuver his way out of tough situations. He use tricks to successfully steal actual good food, clothes, and precious items. When times went rough he was forced to fight his way out of them. One day Reno met a hunter who tricked him into devouring a mortal soul. In doing so making him a full on huntsmen. The huntsmen took Reno under his wing and revealed himself as a memeber of the "Wild Hunt". Soon Reno joined that very organization and grew each day becoming the hunter he is now.

Energy:
Shadow Manipulation
Energy Type:
+Basic: Shadow Manipulation
Enhanced: Darkness Manipulation
Advanced: Primordial Darkness

Other:
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Name: Elayna Tiberius


Age: 218


Gender: Female


Race: Felinae Superior Invictus

Immortal Race: Sentry


Personality: Eleyna, like most of her kind is playful and curious. She has a strong sense of duty like her brothers and sisters in arms, and is extremely protective of her CO Marius. While Generally friendly to those she knows, and a sarcastic bitch to those she doesn't, she is extremely loyal. Due to an unforeseen consequence to the augmentation process into becoming Gottestöter, she took on a more prepubescent figure, size, and complexion. Because of this, she will go out of her way to try and beat the shit out of anyone who calls her a child or makes the assumption she's 12. Has a thing for dressing up when not on duty. Call her tiny, and she will murder glomp you.


History: Eleyna Served under Marius since the beginning. While as Fallschirmjäger, she served as Marius' Lieutenant. From there the two formed a bond over the course of almost two centuries. She, like her CO Marius, was selected for to become part of Project Gottestöter. Like Marius, she survived the augmentation process, but suffered an unseen side effect. Going into the program she looked to be in her early twenties. Coming out as a Gottestöter, She looked to be 12, even her body shrunk, for some unknown reason.
For 30 years she has served taking out threats to the republic and her peoples, sent on what most would consider a suicide mission, and return successful. She, along with her CO/Fiance, Were then sent with a cohort of their brothers and sisters were assigned to the SR17 Invictus, to act as security and the vanguard of the expedition into the Unknown Reaches. For a century, she and her brothers and sisters fended off pirates, xenophobic locals, and hostile creatures in an attempt to find and establish an outpost and someday possibly a colony.


Energy: Basic
Soul Armor: Will change as she upgrades
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Energy Type:
⦁ Basic: Ice
http://powerlisting.wikia.com/wiki/Ice_Attacks

⦁ Enhanced: Demonic Ice Manipulation
http://powerlisting.wikia.com/wiki/Demonic_Ice_Manipulation

⦁ Advanced: Absolute Zero Inducement
http://powerlisting.wikia.com/wiki/Absolute_Zero_Inducement


Other:
⦁ NV-72: The NV-72 antimateriel rifle is modified to kill heavily armoured enemies. The NV-72's scope uses a rangefinder that adjusts to keep the target in proper proportion to the shooter, which comes in useful when the sniper is forced into close range. Its specialized ammunition is both armor-piercing and explosive, firing a 15mm rod. The NV-72 has a proximity fuse and deals area of effect damage in the form of an explosion - this can be utilised to not only shoot enemies behind cover by aiming above their heads, but also to damage large groups of enemies. However, the proximity fuse means that if the bullet passes near any enemy, it detonates. This means that it is very tricky to shoot enemies that are behind other enemies, such as targets, or more dangerous opponents.
⦁ Black Aetherian Plated Kyu Gunto (Japanese Katan-cavalry saber hybrid)
HK-74 Einharjar Wanderpanzer (Power armor): The latest in powered sealed hard suits, the H-74 Has a neural interface, and is linked to the user via Uplink ports on the body. So far very few have been produced due to the risks of the surgery involved for the soldier to use the Exoskeleton. Made from an aluminum-titanium alloy, and a carbon fiber underlay, the suit is highly resistant to damage, and is light weight. It sports a HUD that shows individual vital signs, compass, targeting reticle, and team roster/vital signs. The suit also sports a jumpjet used primarily to slow the Gottestöter descent, but can be overcharged to propel them short distances Ex: A canyon or roof top. Very few are seen on the battle field, and few are able to use them. (Use Marius' Image)
⦁ Superhuman reflexes: Faster than regular humans, Illustrati and Felinae. Rivaling Proto-immortals.
⦁ Adaptive Biology: Like the rest of her people, her genetic code and biology allows for maximum survivability in the most hostile of environments, making her immune system and genes extremely flexible.
⦁ Berserker Rage: Upon becoming a Gottestöter, she was forced to undergo several injections that altered the frontal lobes of his brain to enhance aggression, strength, endurance, and tolerance to injury, yet lowered his ability to reason for a short time. typically activated upon recieving a mortal wound.
⦁ Gene Seed: Nucleotide purification techniques allow for the isolation and refinement of particularly desirable genetic traits. Taller, stronger, faster, and tougher than a Normal Felinae. Unfortunately, due to a fluke, she got the short end of the stick, and looks like a child.
⦁ Black Hand Training
 
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